#101 electrode
Ball Pocket Monster — It stores electric energy under very high pressure. It often explodes with little or no provocation.
Base stats
Profile
- Height
- 1.2 m
- Weight
- 66.6 kg
- Capture rate
- 60 / 255
- Growth
- medium
- Gender
- Genderless
- Egg groups
- mineral
- Base EXP
- 172
How hard is it to catch
Its capture rate of 60 is an input to the formula, not a chance — so here is what that number is actually worth with each ball you can get, thrown the way the game throws: at a wild you have already beaten.
| Ball | Chance | With a type medal | Gold per catch |
|---|---|---|---|
Poké Ball
(×0.65)
|
2.5% | 5.1% | 7,108 |
Great Ball
(×1.5)
|
5.8% | 11.7% | 9,241 |
Ultra Ball
(×2.0)
|
7.8% | 15.6% | 13,861 |
Every throw is an independent roll, and a miss spends the ball anyway. The medal column is a maxed type medal for this species' type — the one multiplier here you can grow. A shiny is far harder than any of these, and only the Master Ball ignores the roll entirely.
Gold per catch is the ball's shop price divided by its chance — what an average catch costs you. A stronger ball is usually not the cheaper one: what it buys is fewer throws, which on a hunt you leave running is time and bag space rather than money.
Moves
Learned by leveling up
| Level | Move | Type | Class | Power |
|---|---|---|---|---|
| 1 |
status
DEF -2
Lowers the target’s Defense by two stages.
|
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status | — |
| 1 |
special
Fixed dmg
Inflicts 55 points of damage.
|
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special | — |
| 1 |
physical
Inflicts regular damage with no additional effect.
|
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physical | 40 |
| 22 |
physical
Cast 1.5s
User faints
User faints.
|
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physical | 200 |
| 29 |
status
Halves special
Halves incoming special damage for 20 s.
|
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status | — |
| 40 |
special
Never misses.
|
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special | 60 |
| 50 |
physical
Cast 1.5s
User faints
User faints.
|
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physical | 250 |
Learned by TM / HM
| Move | Type | Class | Power |
|---|---|---|---|
physical
Bide
Stores damage for 2 s, then strikes back for twice the total.
|
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physical | — |
status
EVA +1
Raises the user’s evasion by one stage.
|
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status | — |
physical
Cast 1.5s
User faints
User faints.
|
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physical | 250 |
status
ACC -1
Lowers the target’s accuracy by one stage.
|
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status | — |
special
Cast 1.5s
An enormous blast. Needs a long time before it can be used again.
|
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special | 150 |
status
Mimic
Borrows the target’s last used move into this slot. Once the borrowed move has been used and finished its cooldown, the slot goes back to Mimic.
|
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status | — |
physical
Rage
For 8 s, the user's Attack rises by one stage each time it is hit.
|
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physical | 20 |
status
Halves physical
Halves incoming physical damage for 20 s.
|
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status | — |
status
Channel 6s
Full heal + sleep
The user sleeps for 6 s, recovering 100% of its max HP as it sleeps. Waking early keeps only the HP already restored.
|
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status | — |
physical
Cast 1.5s
User faints
User faints.
|
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physical | 200 |
physical
Cast 1.2s
Charges for 1.2 s, then strikes. A hit that lands raises the user's Defense by one stage.
|
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physical | 130 |
status
Substitute
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
|
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status | — |
special
Never misses.
|
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special | 60 |
physical
Recoil 25%
User receives 1/4 the damage it inflicts in recoil.
|
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physical | 90 |
status
Flee
Slips away and drops the foe's aggro. Fails in a duel.
|
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status | — |
special
paralysis 30%
Cast 1.5s
Has a chance to paralyze the target.
|
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special | 110 |
status
paralysis
Cast 1.5s
Paralyzes the target.
|
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status | — |
special
paralysis 10%
Has a chance to paralyze the target.
|
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special | 90 |
status
poison
Poisons the target, draining its HP for 16 s.
|
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status | — |
Where to catch
| Zone | Levels | Spawn weight |
|---|---|---|
| Power Plant (Gerador Central) | 50–62 | 100 |
Poké Ball
Great Ball
Ultra Ball